Death Must Die

Death Must Die

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Roguelike Upgrades
I like the Diablo-like item upgrades, but it still feels like it's missing a little something for upgrading your characters. It'd be nice if you could get some building bonus percentages beyond just Sigils for getting far with a character, instead of it being fully about equipment.
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Beiträge 17 von 7
The entire point of 'Rogue' is that it's a turn-based dungeon crawler which completely erases everything on death.

The feature you're asking for is the opposite of a "Rogue-like".

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That aside, some guaranteed meta progression would make the playing curve gentler by reducing reliance on RNG gear.
> The feature you're asking for is the opposite of a "Rogue-like".

Wrong. Incremental permanent bonuses to abilities are a feature of any rogue-like (and games in the genre that don't are doing it wrong).

Vampire Survivor, arguably the most popular title in the genre, implements this by having players use in-game currency to purchase skills and skill upgrades. Other games have similar mechanics.

The key factor here is that the character improvements tend to be selected by players (of course, the goal is the eventually max everything out - but players still get to choose which abilities increase first).

Regardless, it exists. Rogue-like, in fact, does not "erase everything on death". If everything is erased on death, then there would be no grind, no progression, and ultimately, no player satisfaction.

Rogue-like is actually: "a different/unpredictable gameplay path each playthrough" -because ability/skill acquisition is completely RNG.

For Death Must Die, the only thing that carries over is a player's coins and equipment inventory.

The equipment do give bonuses, but this is a fully RNG system -as opposed to being able to invest your coins/points/exp/etc into a skill tree. And it will get to a point where the RNG (drops or shop inventory) just does not give you anything better than what you already have, which means it is possible to play for hours without any kind of progression.
Zuletzt bearbeitet von Doctor_Akiba; 23. Okt. 2023 um 17:05
Except it's not called roguelike, but rogueliTe.

Roguelike means a full reset with no incremental benefit for the next run, only new features with no stat modifications (ex. Brotato).
Only your skills at the game is what evolves, which I don't like. I prefer to unlock bonuses and become passively better (like Rogue legacy).

That said, i'm all for a roguelite skill tree, pretty much like the Divinityweb in Spirit hunters.
> Roguelike means a full reset with no incremental benefit for the next run, only new features with no stat modifications (ex. Brotato).

Erm. Vampire Survivors is literally called "roguelike" its even in the steam tags. It's not full reset game, it has incremental progression.

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But I digress. Item RNG based progression is really, really, really, unsatisfying.

Just give me exp that I can save up and use after runs for stat gains.
I'd prefer them focusing on improving the gear, than adding a new meta-progression system.
Also wouldn't trust steam tags blindly, seen enough games that were tagged as arpgs yet have turn-based combat.
JHG 2. Nov. 2023 um 13:48 
Ursprünglich geschrieben von Doctor_Akiba:
> Roguelike means a full reset with no incremental benefit for the next run, only new features with no stat modifications (ex. Brotato).

Erm. Vampire Survivors is literally called "roguelike" its even in the steam tags. It's not full reset game, it has incremental progression.

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But I digress. Item RNG based progression is really, really, really, unsatisfying.

Just give me exp that I can save up and use after runs for stat gains.
Vampire survivors also has the roguelite tag, as he described thats exactly what roguelite progression is. VS is a roguelite, having those features here would be roguelite. I'm 99% certain that the diablo gear system makes this inherently roguelite.

TL:DR, don't base your opinions off of steam tags, they are user generated
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Geschrieben am: 5. Okt. 2023 um 23:42
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